计算机科学
科学学习
跟踪(心理语言学)
基于游戏的学习
教育游戏
数学教育
数据科学
多媒体
心理学
科学教育
语言学
哲学
作者
Andres Felipe Zambrano,Amanda Barany,Jaclyn Ocumpaugh,Nidhi Nasiar,Stephen Hutt,Alex Goslen,Jonathan P. Rowe,James C. Lester,Eric N. Wiebe,Bradford W. Mott
出处
期刊:Communications in computer and information science
日期:2023-01-01
卷期号:: 18-33
被引量:1
标识
DOI:10.1007/978-3-031-47014-1_2
摘要
Prior research has shown that digital games can enhance STEM education by providing learners with immersive and authentic scientific experiences. However, optimizing the learning outcomes of students engaged in game-based environments requires aligning the game design with diverse student needs. Therefore, an in-depth understanding of player behavior is crucial for identifying students who need additional support or modifications to the game design. This study applies an Ordered Network Analysis (ONA)—a specific kind of Epistemic Network Analysis (ENA)—to examine the game trace log data of student interactions, to gain insights into how learning gains relate to the different ways that students move through an open-ended virtual world for learning microbiology. Our findings reveal that differences between students with high and low learning gains are mediated by their prior knowledge. Specifically, level of prior knowledge is related to behaviors that resemble wheel-spinning, which warrant the development of future interventions. Results also have implications for discovery with modeling approaches and for enhancing in-game support for learners and improving game design.
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